- Pre-Battle
Manuevering
- Can
accomplish through use of scouts, rangers, light cavalry.
i. If superior
scouting ability, including mobility, then automatically get to roll.
ii. If basically equal,
then scout commanders make checks to get the drop on one another (primarily
scouting skill check, otherwise Int-initiative roll).
iii. Then scouting
forces battle with winner taking initiative and ground, unless scout CO decides
to cede the engagement and ground, and returns to main host.
- Obtain or
grant Battle (no advantage, both armies deploy usually), Initiative &
Ground, Pick of Field, Ambush
i. If the army had
scouting superiority, they can find the enemy host at a location of their
choosing and perhaps even ambush if the commander has a clever plan. 1d6: 1-4 =
pick battlefield, 5-6 = can ambush the enemy army. Even with superiority, if
there is no plausible way to catch the enemy, then only gain initiative and
ground.
ii. If the army’s
scouts won the engagement, they will know where the enemy is heading and can
possibly pick the battlefield. Roll 1-4 = initiative & ground (or deny
battle), 5-6 can pick field.
iii. If indecisive or no
pre-battle scouting, roll for commander who wants to fight: 1-2 = no battle but
rumors, 3-5 obtain battle, roll Int-initiative for initiative, 6 win initiative
and ground.
- Battlefield:
Mountainous, Muddy or Marshy Fields, Woods, Hilly Field
i. Enables different
options like Choke-points, high ground, backs to a wall.
ii. Those who win
ground can take advantages of hill high ground, mountain pass choke points,
river crossings, deep woods, etc.
iii. Winning initiative
means troops will go slightly first, allows commanders to pick where they
attack, can ask DM about enemies strategems (only reveal if obvious), etc.
- Deploy:
Divide forces into wings if >200 warriors a side, need meaningful wing
size – at least 25% of largest side's total warriors.
i. Each wing should be
roughly equal to opposing wing (+/- 25%), if wing not roughly equal then outnumbered (if 3x/4x outnumbered then
even worse)
ii. Can hold forces in
reserve if no wing left badly outnumbered
iii. Can conceal forces
if superior scouting
- Strategems
- Each wing
picks a strategem: wing composed of majority of average members (fuzzy DM
determination)
i. battlefield
determines some options
- Assault
(regular), high ground, fortification defense, flank (requires
outnumber/open flank), envelope (requires outnumber/open flank and fast
unit), prepared ground (braveheart/agincourt), secret weapon (wizardry,
troll shock troops, etc. = can grant damage bonus to wing even though
wing not majority composed), feint manuever (draw enemy into running
around/in wrong direction), brace (if other side also defends, then no
combat; best for pike)
i. Assumed to work if
led by competent captain
- Secretly
ordered, reveal simultaneously after chosen (unless scrying or something)
- Combat
- Characters
first: bonus to combat roll for victory in personal combat
i. Face off against
higher numbers if Outnumbered, something like 2x/3x versus each member of PCs
& bodyguard (generally generic enemies led at least by lieutenant type with
+2/3 HD compared to average).
ii. Face off against
any leaders or monsters (VIPs): any major NPCs/monsters left unfaced or if they
defeat PCs, then they add victorious bonus
1.
VIPs can choose to avoid one another, but
difficult (something like Int check)
iii. Lasts as long as
normal combat; can be both outnumbered and facing VIPs
iv. VIPs victorious
when killing almost all or enemies facing them failed morale check
- Every wing
rolls damage dice (d6 for one-handed, d8 or d10 for two-handed), adds
bonuses, compares to AC of opponent wing
i. Archers roll first
against non-archers, if destroy enemy then enemy doesn't get to go; pike roll
first against nonpike/nonarchers if bracing
1.
Longbows fire 2x first against non-archers
ii. Normal bonuses:
knights charging +1, +1 if VIPs victorious, +1 pike bracing, +1 if defending
high ground, +1 if attacking on flank/enveloping, +2 if defending
fortifications, +1 huge monstrous, +1 outnumbers
1.
Not netted out, instead applies to both
iii. Higher roll (not
equal) than AC = a hit. If hits = or > # wing's average HD, then wing
destroyed.
iv. Destroyed wings
reduced to 25%, even if rallied
- Morale and
Spirit
- Each wing
that engaged in combat makes a morale check (and every unit if battle
commander killed/captured)
- -2 if
battlefield commander out, -2 flanked, -4 enveloped, -2 outnumbered
(before hit), -2 to -4 for fearsome enemies (wights, dragons), -2
encountering/seeing routing wing last turn
i. Use wing
commander's morale (use battle commander's for the wing where he is nearby)
- Wings that
are destroyed fail morale check unless VIP can rally
i. -4 to wing's check
for receiving a hit, otherwise use VIP's morale. (remember only 25% or so of
destroyed wing remains even if succeed).
- If fail, unit
routes, generally cannot return to battle but might grab possessions at
camp while running away.
- A routing
unit can be chased down and destroyed by a faster pursuer, or by any
pursuer if battlefield restricts movement.
- Aftermath
- Survivors:
about 40% of any destroyed or broken unit on losing side can be found or
organized after about a week, if a liege can command their loyalty.
Almost no survivors will remain if a unit was basically wiped out (last
stand, pursued after broken; DM discresion). Any unit that engaged in
combat normally has about 80% survivors, down to 60% if it broke or
sustained a non-destroying hit.
- XP:
commanders receive about 500 xp per wing commanded, plus 500 xp more for
strategically important accomplishments, plus bonuses for defeating
notable enemies as normal. Any captured enemies or gold also garner XP.
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